Crossbow Rework

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Weapon Properties

In addition to the properties listed in the PHB, some weapons have the following properties:
Buckshot ⠀
Attacking within the long range of this weapon does not
impose disadvantage. Instead, you do not add your ability Loading
score modifier to the damage dealt and any creatures within 5 This weapon must be loaded with the appropriate
feet of the target of the attack are also are affected. Make one ammunition before it can be fired. As long as you have a
attack and damage roll to apply to all targets. free hand, when you take the attack action you may forgo any
number of attacks to work towards reloading this weapon.
Concealed Doing so requires a number of attacks equal to this
This weapon is small, maneuverable, and can be easily weapons loading score (the value in parentheses) to reload.
hidden, giving you advantage on any Sleight of Hand checks to If this weapon has a Loading score of (--), it is considered
do so. loaded at the start of each of your turns. Also, you may reload
it as a bonus action.
Free-handed
You may still make use of a hand that wields a free-handed Magazine
weapon. You may have no more than one piece of free-handed This weapon can be fired a number of times equal to the value
equipment per hand (your unarmed strikes do not count in parentheses before needing to be reloaded.
against this limit.)
Misfire
Headshot This weapon is particularly fragile or volatile. When you
When this weapon strikes a vulnerable location on its target, it critically fail an attack with this weapon it becomes jammed
can deal truly devastating damage. Whenever you roll max and is unusable until you repair it as a part of a short or longer
damage on any of this weapon's damage dice, you may roll an rest.
additional die of that type and add it to the damage dealt. Prone Fighting


You do not suffer disadvantage for attacking while prone with
this weapon.

Crossbows
Crossbows
Weapon name Value Damage + Type Weight Properties
Hand Crossbow 75 gp 1d6 Piercing 3 lb. Ammunition (30/120), Loading (--), Prone Fighting
Heavy Crossbow 50 gp 1d12 Piercing 12 lb. Ammunition (100/400), Two-Handed, Loading (2), Prone fighting, Special
Light Crossbow 30 gp 1d10 Piercing 5 lb. Ammunition (80/320), Two-handed, Loading (--), Prone Fighting, Special

Heavy Crossbow: If your Strength score is less than 13, this weapon instead has the Loading (6) property.
Light Crossbow: If your Strength score is less than 11, this weapon instead has the Loading (1) property.
Advanced Crossbows
Damage +
Weapon name Value Type Weight Properties
500 1d10 Ammunition (50/320), Two-handed, Loading (2), Magazine (2) Prone
Double Crossbow 7 lb.
gp Piercing Fighting, Special
Repeating 250
1d6 Piercing 3 lb. Ammunition (30/120), Loading (10), Magazine (10), Prone Fighting, Misfire
Crossbow gp
100
Wrist Crossbow 1d4 Piercing 1 lb. Ammunition (30/60), Loading (--), Prone Fighting, Free Handed, Concealed
gp

Double Crossbow: If your Strength score is less than 11, this weapon instead has the Loading (4) property
Repeating Crossbow: You may fire this crossbow once as a bonus action on your turn.

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Firearms
In some settings, especially those with artificers or higher technological levels, Firearms can be found. Firearms are often rare,
volatile, and expensive, but they have the potential to be more deadly than any other form of weapon. Firearms are neither simple
nor martial weapons, and require separate proficiency. All firearms are unable to function while wet, and produce a noise
audible within 300ft when fired. Also, all firearms have the Finesse property, as strength can be used to control recoil and
improve accuracy.
Basic Firearms
All basic firearms have the Loading and Misfire properties. Due to their high Loading scores, it is often impractical to reload them
mid-combat, making them better suited for a one-and-done style, where after being fired you switch them for another weapon.
Weapon Stat Damage +
name Value req. Type Weight Properties
750 2d8
Blunderbuss -- 11 lb. Ammunition (15/50), Buckshot, Finesse, Loading (4), Misfire, Two-Handed
gp Piercing
Flintlock 500 1d10
-- 3 lb. Ammunition (100/400), Concealed, Finesse, Headshot, Loading (1), Misfire
Pistol gp Piercing
1000 3d4 Ammunition (150/700), Finesse, Headshot, Loading (4), Misfire, Prone
Musket -- 10 lb.
gp Piercing Fighting, Two-Handed

Advanced Firearms
Advanced Firearms lack the misfire property, and have superior range to basic firearms. Most importantly, their quick reload times
make them viable as primary weapons. These firearms are not recommended to be readily available to most low-level parties.
Weapon Stat Damage +
name Value req. Type Weight Properties
1750 1d10
Revolver -- 3 lb. Ammunition (120/500), Finesse , Loading (1), Magazine (6)
gp Piercing
2500
Rifle -- 3d4 Piercing 9 lb. Ammunition (400/1000), Finesse, Headshot, Prone Fighting, Two-Handed
gp
2000 Ammunition (20/60), Buckshot, Finesse, Loading (1), Magazine (2),
Shotgun -- 2d8 Piercing 11 lb.
gp Special, Two-Handed

Shotgun: This weapon can either use Slugs or Buckshot as ammunition. When using Slugs, this weapon loses the Buckshot
property and gains the Headshot property, and it's range instead becomes (200/600) .
Ammunition
Generally, it is assumed that you have mundane ammunition for weapons like Slings, Bows, and Crossbows. However, it is
recommended to track ammunition for firearms as a balancing lever against their high damage output. All firearm ammunition is
unable to function while wet, and Cartridge bullets and Shells are irreparably damaged if gotten wet.
Ammunition Name Value (x20) Weapon Used Weight (x20)
Simple Bullet 10 gp Flintlock Pistol, Musket 1 lb.
Cartridge Bullet 40 gp Revolver, Rifle 1 lb.
Lead Shot 12 gp Blunderbuss 1 lb.
Shell, Buckhot 20 gp Shotgun 1 lb.
Shell, Slug 50 gp Shotgun 2 lb.

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Related Feats
Crossbow Expert Rapid Reloader
(See the Rapid Reloader feat and the Repeating Crossbow for Prerequisite: Level 4 or higher
old functionality.) You may reload weapons with the Loading property in half
Your DEX increases by 1. as many attacks, rounded down, treating a score of less
You may reload crossbows even if you do not have a free than 1 as (--).
hand. You may spend your bonus action and all of your remaining
You do not gain disadvantage for attacking an enemy movement to ignore the Loading property of weapons with
within 5ft of you while holding a crossbow. a Loading score of (--) until the end of your turn. When you
When you ready an action and that action is a ranged do so, you the weapons used are also reloaded at the end
weapon attack with a crossbow, that attack is made with of your turn.
advantage.
Signature Weapon
Gunslinger Choose one type of weapon. You gain proficiency with that
When you roll initiative and you are not surprised, you may weapon, if you don’t already have it.
declare a quickdraw. When you do so, you have advantage You gain +1 to attack rolls with the chosen weapon.
on that initiative roll and you must take the Attack action You have advantage on rolls made to contest Disarm
with a firearm you have proficiency with on your first turn. checks against you while you are wielding the chosen
You may reload firearms even if you do not have a free weapon.
hand. If you roll a 1 on an attack roll with the chosen weapon,
You gain proficiency in tinker's tools. In addition, you may you may reroll that d20 once, and you must use the new
repair a jammed firearm as a bonus action by making a DC result, even if it is another 1.
10 check with your tinker's tools.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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